Description:

Tech-spirit: Firespout
The tech-spirits grant you bursts of flame which can be used as a melee weapon (2-harm hand fire!), and when you make a roll using it as a weapon, roll +Wisdom instead of +Strength.

The Ancient Library
At the beginning of the session, roll Intelligence. On a 10, hold 2.
On a 7-9, hold 1. You may spend your hold at any point during the
session, 1 for 1, to suddenly recollect any obscure piece of
information you like, as long as it was known to someone at some
point. Spending millenia as a wandering library has its benefits.

Emotional Awareness
You have a practiced eye for body language. When you have a one-on-one interaction with someone where you can see each others’ body language roll Wisdom. On a 10 hold 2, on a 7-9, hold 1. You may spend your hold at any time during the interaction to:

*automatically know when they lie or try to misdirect you.
*conceal from them your own motives or intentions
*communicate an idea or concept entirely non-verbally in a manner unlikely to be intercepted

Creatures which are not fully human may be difficult to read. The GM may impose +glitched when interacting with them.

Hacker
When you seek to subvert a computer system or electronic security measures, roll Intelligence. On a 10, choose 3. On a 7-9, choose 2. On a miss, choose 1 anyway.

You get into the system or past the security
You don’t alert anyone to your intrusion
You leave no trace behind
You don’t permanently damage something important

Become the Night
When you hide amidst the chaos of battle, roll Dexterity. On a 10, hold 3. On a 7-9, hold 2. On your turn, you can spend your hold 1 for 1 to:

Create an opportunity for yourself or someone else. You or an ally gets 1choice to their next battle move.
Secure an objective by stealth
Automatically get 10 when you follow through on someone else’s move
Attack from surprise. This option uses up all remaining hold. Do +1harm per spent hold.

Bio:

The Cinders scavenge for tech to integrate into their villages, subtle pieces of unknown origin and use that the Cinders alone seem to understand. Most people are fairly certain the priests have simply found baubles they can’t get to work and don’t know the function of. They live here and there, some villages have a Cinder in their past and some do not. Villages with Cinders seem to prosper more than others, but it’s universally accepted that Cinders are harmless believers of a long dead religion and simply integrate into the existing spirits.

Quelana is the First Cinder, of Four that are known. She is nomadic, staying with one people for a lifetime or so and then moving on, tending to the still existing nanites while she is there, and the village’s children, and the not so secret stash of hooch she serves at festivals. The villagers know that she has a reverence for fire and a vast collection of bits and baubles and trinkets. She is an excellent storyteller, and she seems to forget very little.

She says that Cinders tend to the fire and commune with it, a connection to the spirits and public consciousness as people pass. Most people humor her.

Blind Quelana of Izalith, The First Cinder, Archivist to the Dead Empire Vycelle, and Excellent Tender of Bar